Temporary Injuries

Sustaining a temporary injury is quite common and usually results in nothing more than having to walk it off. I suggest when a man is severely injured however, putting him into the camp and allowing him time to heal. Orcs and Goblins love to knock the near dead. Also, make sure to have medicine on hand! If you do not, no healing will be done.

Making use of a Chapel's service will halve an injury's estimated healing time and prevents it from becoming infected.

Contents

With a single attack, there's an absolute minimum amount of 10 hitpoint damage required in order to inflict any injury, and then for any possible type of injury there's a relative amount required.
The exact amount varies with different injuries but it is generally between 25% and 50% of the victim's maximum hitpoints.
The more damage inflicted with a single attack, and the less maximum hitpoints the victim has, the more likely and more severe the injury will be. There is no random element to this
The perk "Crippling Strikes" lowers the threshold to inflict injuries by 33%, meaning that those 25% mentioned above would become ~16.5% and so on. The Perk is both more likely to inflict any injury at all, and more severe ones as well.[1]

Note : Sustaining injuries in combat will automaticly trigger a moral check for the foe or ally concerned. This moral check is personnal. It will almost always lower the moral decreasing even more the combat abilities of someone. If the moral is lowered for a foe it's will and obviously never raise it. It will not boost the moral of the inflicter either. A Foe can sustain an injury without having his moral lowered, it dépends on the resolve of his. Low morale foes, will, almost Always, have their morale lowered (ex: brigand thugs, orcs, goblins). Finally, injuries can only be applied to living creature.

A vein on the throat has been cut, leading to massive hemorrhaging and ultimately death if no treated out of combat. If survived, it is followed by a period of severely lowered constitution due to loss of blood, and will leave a menacing scar.

-50% Hitpoints

1 to 4

130

Cut Artery

Light

An artery has been cut, leading to massive hemorrhaging and ultimately death if not treated out of combat. If survived, it is followed by severely lowered constitution due to loss of blood. This wound can be healed during combat with a bandage and it will not persist after the battle.

-3 Hitpoints Each Turn in Combat

-35% Hitpoints

1 to 2

70

Split Nose

Light

A close swing split this character's nose in two and made any attempt to breathe an exercise in swallowing copious amounts of blood.

A piercing attack has punctured the chest, injured muscle tissue and grazed the ribs. Although no vital organs have been hit, it's still painful to just breathe.

-20% Max Fatigue

3 to 4

130

Pierced Leg Muscles

Light

Punctured leg muscles make any attempts to do quick and sudden movements a painful experience, if not outright impossible.

-30% Melee Defense-30% Initiative

2 to 5

170

Stabbed Guts

Heavy

A wound at the intestines drains constitution, and the high chance of infection and the prospect of a slow and painful death doesn't help either.

-40% Hitpoints

3 to 5

190

Pierced / Injured Shoulder

Light

Injured muscles in the shoulder make it hard to put any force into a strike.

-25% Damage inflicted

2 to 4

160

Pierced Side

?

A piercing attack has punctured the side, injured muscle tissue and grazed the ribs. Although no vital organs have been hit, it's still painful to just breathe.

-20% Max Fatigue

3 to 4

130

Grazed Neck

Light?

A grazing wound on the neck bleeds profusely. If survived, it is followed by lowered constitution due to loss of blood. This wound can be healed during combat with a bandage and will not persist after the battle.

-1 Hitpoint Each Turn in Combat

-15% Hitpoints

1 to 2

50

Pierced Lung

Heavy

A second opening for air proves of little use, except for sounding like a bagpipe.

-60% Max Fatigue

4 to 7

280

Crushed Windpipe

Heavy

A blow to the neck injured the windpipe, making it very hard and painful to draw breath, let alone to keep fighting.

-10 Fatigue Recovery per turn- 50% Max Fatigue

3 to 5

230

Injured Knee Cap

Heavy

The sensitive knee cap has been injured, resulting in pain with every movement and severely limiting the mobility of this character.

2 Additional Action Points per tile moved-40% Initiative

4 to 8

230

Pierced Cheek

Light?

Dispite what you might think haveing a second hole in your face doesn't help breathing

-3 Fatigue Recovery per turn.

1 to 2

70

Pierced Hand

Light

Having a hole in the hand may not stop a determined fighter, but it does make handling a weapon more difficult.

-20% Melee Skill-20% Ranged Skill

3 to 4

130

Ripped Ear

Light

This character`s ear almost got torn off, sending blood down their head and neck, and making them less aware of their surroundings.

-15% Initiative

1 to 3

110

Grazed Eye Socket

Light

A blow grazed and ripped the tissue close to the eye, causing it to fill with blood and swell shut.

-50% Ranged Skill-2 Vision

2 to 4

160

Note : Costs indicated are maximum fees to pay at the temple. These can vary depending on the injury age, among other parameters.Settlement_buildings#Chapel